Cited by 648Digital Games and MediaEducational Games and GamificationArtificial Intelligence in Games

The game, the player, the world: looking for a heart of gameness

Open access
Juul, Jesper·2003·DiGRA Digital Library

Abstract

This paper attempts a definition of games. I describe the classic game model, a list of six features that are nec- essary and sufficient for something to be a game. The def- inition shows games to be transmedial: There is no sin- gle game medium, but rather a number of game media, each with their own strengths. The computer is simply the lat- est game medium to emerge. While computer games1 are therefore part of the broader area of games, they have in many cases evolved beyond the classic game model.

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Crossref · 10.26503/dl.v2003i1.65

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1 of 1 references verified0 citation errors · 0 not checkable

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  • This leads to different views on the things that are considered central to being a game, on different ways of including and excluding phenomena from the notion of games.

    “This leads to different views on the things that are considered central to being a game, on different ways of including and excluding phenomena from the notion of games (cf. Juul, 2003, p. 39; Whitton, 2009, pp. 22-23).”

    From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Juul, 2003, p. 39

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Cites

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Research works printed but not linked: 9

  1. Bateson, Gregory. A Theory of Play and Fantasy. University of Chicago Press, Chicago, 1972.
  2. Caillois, Roger. Man, play, and games. The Free Press, Glencoe, New York, 1961 (1958)
  3. Chatman, Seymour. Story and Discourse: Narrative Structure in Fiction and Film. Cornell University Press, Ithaca, 1978.
  4. Goffman, Erving. Fun in Games. The Penguin Press, New York, 1972 (1961).
  5. Huizinga, Johan. Homo Ludens. The Beacon Press, Boston, 1950 (1944).
  6. Suits, Bernard. The Grasshopper. University of Toronto Press, Toronto, 1978.
  7. Suits, Bernard. "Tricky Triad: Games, Play, and Sport". In: Morgan, William J. & Meier, Klaus V. (eds.): Philosophic Inquiry in Sport. 2nd ed. Human Kinetics, Champaign, Illinois, 1995.
  8. Wittgenstein, Ludwig: Philosophical Investiga- tions. Basil Blackwell, Oxford, 1958.
  9. Salen, Katie & Zimmerman, Eric. Rules of Play - Game Design Fundamentals. MIT Press, Cambridge, 2003. Games

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Authors
Juul, J.
Corresponding author
Juul, Jesper
Venue
DiGRA Digital Library
Published
2003-01-01
Volume
1
Issue
2
ISSN
2342-9666
OpenAlex
W1597184473
Cited by
648
References
1
Citations by year
2026: 11 · 2025: 16 · 2024: 33 · 2023: 45 · 2022: 37 · 2021: 51 · 2020: 38 · 2019: 36 · 2018: 38 · 2017: 29 · 2016: 35 · 2015: 46 · 2014: 43 · 2013: 35 · 2012: 21
FWCI
14.20
Type
conference paper
Language
en
Open access
Locations
  • PLURAIS - Revista Multidisciplinar
  • Digital Games Research Association Conference
Topics
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
Keywords
game media, transmediality, video games, game theory, player experience, game design

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